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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98


sheson

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Thanks for your detailed answer Sheson much appreciated.

 

Well, i checked the scripts folder and this should be the problem, there are no .pex files related to DynDOLOD. I have re-installed the Resources, (i select all options except the low-res ones), but they are not generated again. Maybe its NMM related no idea, shall i go and install it manually?

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Thanks for your detailed answer Sheson much appreciated.

 

Well, i checked the scripts folder and this should be the problem, there are no .pex files related to DynDOLOD. I have re-installed the Resources, (i select all options except the low-res ones), but they are not generated again. Maybe its NMM related no idea, shall i go and install it manually?

Maybe the download was incomplete. Maybe the mod manager you are using has issues that are fixed by a newer version. Whatever the reasons, all of the DynDOLOD Resources should be installed to the games data folder one way or another.

 

Once all the Core Files are installed, its best to generate LOD again to make sure it is complete.

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Hi Sheson,

 

Thanks for bearing with me, i got the problem solved. It seems the NMM installer does not install the core files at all. (at least in my case, although the checkbox is checked, by default), so i had to manually copy the "core files" folder under the DynDOLOD Resources .7z file to Skyrim/Data, and now it works. (and generating textures/LODs after)

 

Thanks for making the Skyrim a better game, and apologies if i offended you.

Edited by Gamanujjoy
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Hi Sheson,

 

Thanks for bearing with me, i got the problem solved. It seems the NMM installer does not install the core files at all. (at least in my case, although the checkbox is checked, by default), so i had to manually copy the "core files" folder under the DynDOLOD Resources .7z file to Skyrim/Data, and now it works. (and generating textures/LODs after)

 

Thanks for making the Skyrim a better game, and apologies if i offended you.

Good to hear you were able to solve all of the problems. No need to worry about anything. Enjoy the game.

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Hey there i have a few small issues im hoping someone can direct me toward fixing. 

 

certain trees have bigger/out of place LoD ==> https://imgur.com/a/SBqKsrJ

Now its only a few trees of that type like 1 or 2 out of 100 in a grid. clearly a issue on my end i just dont know how to fix.

 

Now the main issue. a particular bush in whiterun area produces a trees Lod. The weirder thing is if i rerun dyndolod a bush with the bug prior will be fixed, yet a bush that didnt previously have the bug will have it in the new generation. heres a album ==> https://imgur.com/a/Fg76PXT 

 

u can also see a dead tree in there producing same bug in prior generation but i flew around the entire map and only found this issue on like 19ish bushes in whiterun zone. Everything else is perfect.

 

modlist i got a million mod merges so heres the best i can do. Its current except i removed Distinct landscapes and Tree Addon. https://imgur.com/a/VUzDlGC

 

Billboards i have 3 tes5 vanilla ==> sfo 2.5 ==> realistic aspen

 

How i installed dyndo. Dyndo resources ==> tes5 vanilla billboards ==> sfo 2.5 billboards ==> realistic aspen tree billboards ==> enhanced landscapes ==> dyndo texgen ==> dyndo generated. all overwriting prior.

 

i have the dyndo text file heres what i get for a buged bush TreeThicket01 [TREE:000A7329] meshes\landscape\plants\thicket01.nif, new tree, 3D LOD not found <thicket01_b353ba63> fallback Billboard

 

heres text file

 

anyhelp would be very much appreciated.

 

also on oldrim and NMM

Edited by b1oodx
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I can't seem to find anything about this, I've been having issues with stretches of landscape that are missing LOD trees (and other things besides)

 

Arthmoor's mods that affect landscape (CRF, Rorikstead, Dawnstar etc) include LOD in their BSA's (object lod .BTO's, tree lod .BTT's). This will conflict with DynDOLOD lod generation - if you're using standard 2d flat LOD trees its not so bad you'll still get tree LOD but with rather basic details i.e. lacking LOD tent models, walls, roads etc  but if you're generating 3d/Hybrid trees its much worse - entire cells will be missing LOD trees - a vast swathe of landscape around Stonehills for example here is devoid of tree LOD.

 

The quick fix is to temporarily disable/remove the .BSA that comes with the mod when generating DynDOLOD, the better alternative is to extract the BSA delete the LOD meshes (/meshes/terrain, then rebuild the BSA would be my choice) and then run DynDOLOD

 

Its also worth doing even if you're only generating 2d trees as you'll get the full LOD generated rather than the basic LOD that ships with the mod that you'll get otherwise.

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Any bundled LOD files will always be overwritten by custom generated LOD meshes/textures from DynDoLOD or xLODGen because bundled ones are usually in BSAs and generated ones are loose. If you have problems with bundled LODs, then your load order of assets is screwed in your mod manager. You definitely don't need to disable anything during LOD generation if assets order is set up properly.

Edited by zilav
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Hey there i have a few small issues im hoping someone can direct me toward fixing. 

 

certain trees have bigger/out of place LoD ==> https://imgur.com/a/SBqKsrJ

Now its only a few trees of that type like 1 or 2 out of 100 in a grid. clearly a issue on my end i just dont know how to fix.

FAQ: Tree LOD: LOD trees do not match close-up full model trees

 

A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.

 

A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.

 

 

If you add or change the load order after tree LOD generation, generate tree LOD again.

 

Now the main issue. a particular bush in whiterun area produces a trees Lod. The weirder thing is if i rerun dyndolod a bush with the bug prior will be fixed, yet a bush that didnt previously have the bug will have it in the new generation. heres a album ==> https://imgur.com/a/Fg76PXT 

 

u can also see a dead tree in there producing same bug in prior generation but i flew around the entire map and only found this issue on like 19ish bushes in whiterun zone. Everything else is perfect.

Do not install billboard for trees (plants) that you do not want LOD for. If some trees have LOD and others don't, generate tree LOD again after changing the load order. Generate tree and object LOD together. Make sure all old LOD files are overwritten by the new ones.

 

The log that was posted is incomplete. Nobody is looking at screenshots of a load order btw. All of that doesn't matter anyways.

 

If LOD trees do not match the full models, the wrong billboard for that tree is installed.

Edited by sheson
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I can't seem to find anything about this, I've been having issues with stretches of landscape that are missing LOD trees (and other things besides)

 

Arthmoor's mods that affect landscape (CRF, Rorikstead, Dawnstar etc) include LOD in their BSA's (object lod .BTO's, tree lod .BTT's). This will conflict with DynDOLOD lod generation - if you're using standard 2d flat LOD trees its not so bad you'll still get tree LOD but with rather basic details i.e. lacking LOD tent models, walls, roads etc  but if you're generating 3d/Hybrid trees its much worse - entire cells will be missing LOD trees - a vast swathe of landscape around Stonehills for example here is devoid of tree LOD.

 

The quick fix is to temporarily disable/remove the .BSA that comes with the mod when generating DynDOLOD, the better alternative is to extract the BSA delete the LOD meshes (/meshes/terrain, then rebuild the BSA would be my choice) and then run DynDOLOD

 

Its also worth doing even if you're only generating 2d trees as you'll get the full LOD generated rather than the basic LOD that ships with the mod that you'll get otherwise.

Sorry, but this is all just nonsense. There is no need to remove existing terrain, object or tree LOD files before generating them with xLODGen/DynDOLOD and then overwrite them. The loose files from output will always overwrite files in BSA. There is nothing in the existing BTR, BTO, BTT files or their textures which will be reused to generate LOD.

 

The only exception is the terrain and water height in BTR that is used to remove unseen triangles from object LOD. That is why it is suggested to generate terrain LOD meshes for the load order before generating object LOD.

Edited by sheson
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ty for the reply and sorry about load order imjurs lol, a dude last week who was helping me asked me for such. xd

 

Yeah i just managed to figure out the issue with the trees not matching. Turns out SFO 2.6 uses a different TreePineForest04 model than 2.5 despite saying 2.6 is the same except without grass. I managed to remedy that easily. 

 

The bush issue persists however, oddly most bushes in this generation arent buged could only find 3 instead of 19 like i found in the last. I checked my billboards the nif and the dds for the bush in question "TREE:000A7329" aka TreeThicket01. both where correct.

 

The problem is 99% of the exact same bush are correct and randomly 1% of the same type of bushes will have a full sized trees LoD

 

"Do not install billboard for trees (plants) that you do not want LOD for" so if i simply remove the billboards for treethicket01 then rerun dyndolod. dyndo wont make any lod for the bush and should get rid of the random full sized tree lods that pop up in a few of them?

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